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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Abzan Charm
Image from Wizards.com

Abzan Charm
- Khans of Tarkir

Reviewed Oct. 16, 2014

Constructed: 3.83
Casual: 3.67
Limited: 4.50
Multiplayer: 3.67

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 

David Fanany

Player since 1995

Abzan Charm
While I do like charms for their versatility, they're not always the most surprising cards, especially now that Mark Rosewater is on basically every design team and there are fewer color pie surprises than there used to be. I suppose someone is going to argue that the third mode is not always guaranteed to have targets, but the power of the first two more than make up for it. Khans of Tarkir brings a lot of super-powerful multicolored creatures to the table, and a card that is both an answer to them and helps you find your own when needed is shockingly powerful.
Constructed: 4/5
Casual: 4/5
Limited: 5/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Abzan Charm which is a three mana White, Black, and Green instant with three choices of effect.  The first effect of exiling target creature with power three or greater is very useful and reasonable for three mana.  The second effect of draw two cards and lose two life is Sign in Blood for three mana instead of two, so is a solid situational option.  The final effect allows you to put two +1/+1 counters on one or two target creatures which again is useful sometimes, but likely less often than the other choices.  Overall this is a card with three strong effects and it will see play in Commander and other decks where the three colors are used.
In Limited if running the three colors all three effects are excellent to have available and this is an easy early pick in Booster after starting with some or all of the Abzan colors.  For Sealed it of course depends on the pool, but splashing a third color in to fit this in is well worth it for the value and versatility of the effects.  Just adding
+2/+2 to an evasive threat can be a major play in the format and the
choice of effect can be difficult if not forced into using it as a top end removal option.
Constructed: 3.5
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5


Deck Garage
Abzan Charm
Like all the charms of this set, the Abzan variety has three useful abilities. All three of the abilities would be marginal to play on their own, but given the choice of three, you can always find one that is useful. 
Exiling a big creature is probably the most relevant. There are going to be a lot of fatties running around, and three mana to exile one - where Sultai graveyard shenanigans can't reach it - is excellent. 
Drawing two cards and losing two life is very much like the popular Sign in Blood. It costs one more mana, but that's the price for flexibility. This is not the most powerful ability, but it is the one that is least likely to be dead in your hand.
Putting 2 +1/+1 counters on creatures is clearly the weakest of the abilities. Sure, there will be times when that will make a difference - whether to pump a creature out of burn range or to put those extra points of damage into combat - but I doubt that will be what you want to spend your three mana on very often.
Constructed: 4.0
Casual: 3.5
Limited: 4.5
Multiplayer: 3.5

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